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<blockquote data-quote="EvolutionKB" data-source="post: 4592992" data-attributes="member: 47833"><p><strong>Morgrim</strong></p><p></p><p>[sblock=ooc]My init was posted as 20, not 15. Not sure what happened there. You have the worm listed as immobilized, but yet it moved, Kanriel changed action so it shouldn't be immoblized right? I'll switch my action now that it is closer.[/sblock]</p><p> </p><p>Morgrim moves forward hammers in hand. Near the stalagmite he completes does a quick roll forward and brings both hammers up in twin rising blows. One hammer connects with the creature's purple flesh, the other bounces off, but blood runs down the dwarf's wrist anyways.</p><p> </p><p>[sblock=Actions]Move to (50,55). Use Landslide smash. Let's me shift two so I end up at (60,55), then I make my attacks. I'll take 4 damage from my bloodclaw hammer(offhand) to do an extra 8 damage on the hit. Marking on first attack so to gain bonus damage from marked scourge feat. First attack should hit, second should miss: 41 and 23: <a href="http://invisiblecastle.com/roller/view/1859871/" target="_blank">Roll Lookup</a> Damage: 31 from the one hit and 5 damage from the miss(hammer rhythm): Total 36. <a href="http://invisiblecastle.com/roller/view/1859885/" target="_blank">Roll Lookup</a> Worm is marked and I've taken damage from bloodclaw weapon.</p><p> </p><p>If attacked I'll use my encounter strikeback(magic item) to make a basic melee attack. +22 vs AC, 1d10+21(bonus from marked scourge feat included), unless the attack is a crit, then I'll try my cloak of displacement daily power.[/sblock]</p><p> </p><p>[sblock=Combat Stats]</p><p>Hit Points: 135/139 Bloodied: 69</p><p>Healing Surges: 15/16 Healing Surge hp gained:39 HP</p><p>Action Points: 1</p><p>Speed: 5 squares</p><p> </p><p>Armor Class: 34(36 until hit)</p><p>Fortitude Defense: 33</p><p>Reflex Defense: 31(33 until hit)</p><p>Will Defense: 30</p><p><span style="color: #8b0000">Two-fold Torment</span>, +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit.</p><p><span style="color: darkred">Appalling Crunch</span>, +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp</p><p><span style="color: darkred">Landslide Strike</span>, Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16. (EXPENDED)</p><p><span style="color: darkred">Boggling Smash</span>, +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn.</p><p><span style="color: darkred">Unbreakable</span>, Immed Reaction, when hit by an attack, reduce the damage by 10</p><p><span style="color: darkred">Bolstering Stride</span>, Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp.</p><p><span style="color: darkred">Strikebacks</span>(Immed React): Make a melee basic att against an adjacient foe that hits me. </p><p> </p><p><span style="color: #808080">Spitting Cobra Stance</span>: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you.</p><p><span style="color: gray">Quicksilver Stance</span>: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage</p><p><span style="color: gray">Smash and Grab:</span> Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage.</p><p><span style="color: gray">Eruption of Steel</span>: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage)</p><p>If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half) </p><p> </p><p><span style="color: #808080">Voidcrystal Armor</span>: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends)</p><p><span style="color: gray">Battering Craghammer</span>: Make a melee basic attack vs all enemies in a blast 3.</p><p><span style="color: gray">Dwarven Boots</span>(Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower.</p><p><span style="color: gray">Cloak of displacement</span>: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="EvolutionKB, post: 4592992, member: 47833"] [b]Morgrim[/b] [sblock=ooc]My init was posted as 20, not 15. Not sure what happened there. You have the worm listed as immobilized, but yet it moved, Kanriel changed action so it shouldn't be immoblized right? I'll switch my action now that it is closer.[/sblock] Morgrim moves forward hammers in hand. Near the stalagmite he completes does a quick roll forward and brings both hammers up in twin rising blows. One hammer connects with the creature's purple flesh, the other bounces off, but blood runs down the dwarf's wrist anyways. [sblock=Actions]Move to (50,55). Use Landslide smash. Let's me shift two so I end up at (60,55), then I make my attacks. I'll take 4 damage from my bloodclaw hammer(offhand) to do an extra 8 damage on the hit. Marking on first attack so to gain bonus damage from marked scourge feat. First attack should hit, second should miss: 41 and 23: [URL="http://invisiblecastle.com/roller/view/1859871/"]Roll Lookup[/URL] Damage: 31 from the one hit and 5 damage from the miss(hammer rhythm): Total 36. [URL="http://invisiblecastle.com/roller/view/1859885/"]Roll Lookup[/URL] Worm is marked and I've taken damage from bloodclaw weapon. If attacked I'll use my encounter strikeback(magic item) to make a basic melee attack. +22 vs AC, 1d10+21(bonus from marked scourge feat included), unless the attack is a crit, then I'll try my cloak of displacement daily power.[/sblock] [sblock=Combat Stats] Hit Points: 135/139 Bloodied: 69 Healing Surges: 15/16 Healing Surge hp gained:39 HP Action Points: 1 Speed: 5 squares Armor Class: 34(36 until hit) Fortitude Defense: 33 Reflex Defense: 31(33 until hit) Will Defense: 30 [COLOR=#8b0000]Two-fold Torment[/COLOR], +22 vs AC(two attacks), 1d10+17/1d10+15, push 3 squares and if have CA do 2 extra damage on each hit. [COLOR=darkred]Appalling Crunch[/COLOR], +22 vs AC, 3d10+17, enemies within 2 squares of the target are marked. gain 5 temp hp [COLOR=darkred]Landslide Strike[/COLOR], Can shift two squares before the attacks +22/21 vs AC(two attacks), 2d10+19/2d10+17(melee, main/off), or +21 vs AC(two ranged attacks, different targets), 2d8+16. (EXPENDED) [COLOR=darkred]Boggling Smash[/COLOR], +22 vs AC, 3d10+22, the target is dazed and takes a -2 to attacks until end of my next turn. [COLOR=darkred]Unbreakable[/COLOR], Immed Reaction, when hit by an attack, reduce the damage by 10 [COLOR=darkred]Bolstering Stride[/COLOR], Move action, Move 5 squares, ending adjacient to an ally and gain 2d8+5 temp hp. [COLOR=darkred]Strikebacks[/COLOR](Immed React): Make a melee basic att against an adjacient foe that hits me. [COLOR=#808080]Spitting Cobra Stance[/COLOR]: Minor Action, As an opportunity action you can make a ranged basic attack against any enemy within 5 squares that moves closer to you. [COLOR=gray]Quicksilver Stance[/COLOR]: Minor Action, I can shift one square as a move action and make a basic attack, if I have combat advantage the attack does an extra 4 damage [COLOR=gray]Smash and Grab:[/COLOR] Must have a hand free, +22 vs AC, 3d10+22 and I grab the target, each time I sustain the grab I do 1d10+17 damage. [COLOR=gray]Eruption of Steel[/COLOR]: (Melee. Two attacks, main/off)+22/21 vs AC. 2d10+19/2d10+18(miss half damage). Make a secondary attack against a different creature +22/21 vs AC. 1d10+19/1d10+18(miss half damage) If ranged: Primary attacks: +21/+21 vs AC. 2d8+16/2d8+16(miss for half): Secondary attacks, must be against two different targets: +21/+21 vs AC. 1d8+16/1d8+16(miss for half) [COLOR=#808080]Voidcrystal Armor[/COLOR]: Immed Reaction, use when att misses my AC. Weapon used to attack does half dam(save ends), if attacker was unarmed, instead they take ongoing 10 dam(save ends) [COLOR=gray]Battering Craghammer[/COLOR]: Make a melee basic attack vs all enemies in a blast 3. [COLOR=gray]Dwarven Boots[/COLOR](Immed Inter): Use when power would push, pull, slide, or knock prone. Attacker rerolls and used second attack even if lower. [COLOR=gray]Cloak of displacement[/COLOR]: II: Use when hit by melee or ranged att, Attacker must reroll and use second result even if lower, if attacker misses I can teleport one square. [/sblock] [/QUOTE]
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